Resident Evil Zero Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

FAQ / WALKTHROUGH ON RESIDENT EVIL 0 (BIOHAZARD 0, outside the US) for the
Nintendo GameCube.
Written by: Muchitsujo, v 1.1
=========================================
= 00: TABLE OF CONTENTS / LEGAL SPEAK =
=========================================
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: # | CONTENTS | UPDATED :
: 00 | TABLE OF CONTENTS / LEGAL SPEAK | 10/19/05 :
: 01 | VERSION INFO | 10/19/05 :
: 02 | INTRODUCTION | 06/28/03 :
: 03 | TACTICS | 01/14/04 :
: 04 | ENEMIES | 09/24/03 :
: 05 | WEAPONS | 10/19/05 :
: 06 | WALKTHROUGH | 10/18/05 :
: 07 | REWARDS | 01/14/04 :
: 08 | LEECH HUNTER | 10/19/05 :
: 09 | FILE TRANSCRIPTS | 10/18/05 :
: 10 | PUZZLE SOLUTIONS | 06/25/03 :
: 11 | BOSS STRATEGIES | 06/25/03 :
: 12 | ITEM LIST | 10/19/05 :
: 13 | UNANSWERED QUESTIONS / PARTING SHOTS | 10/19/05 :
: 14 | FREQUENTLY ASKED QUESTIONS | 10/19/05 :
: 15 | FUTURE UPDATES | 10/19/05 :
: 16 | CONTACT INFO | 10/20/03 :
: 17 | FINAL NOTES | 10/20/03 :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
TO WHOM IT MAY CONCERN: At this point in time, gamefaqs.com, neoseeker.com,
and faqs.ign.com are permitted to host this FAQ. All others must first seek,
then be granted, permission to use this FAQ in any way, be it hosting or
merely taking out excerpts. Any other usage is oh so illegal and proper
steps will be taken. All direct references and characters in the game are
property of Capcom, but this FAQ and the effort put into either writing or
transcribing is mine and mine alone. (In other words, copyright, by me,
Muchitsujo).
or, as GameFaqs puts it...
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
DISCLAIMER: THIS FAQ/WALKTHROUGH CONTAINS SPOILERS. NONE OF THEM ARE MARKED,
YOU CANNOT SKIP THROUGH THEM. BE FOREWARNED!!! ALSO, THIS IS NOT, I REPEAT,
NOT A SPEED FAQ. THIS FAQ FOCUSES ON DETAIL AND EFFICIENY WHENEVER POSSIBLE.
NOTE: This is written for normal mode. Easy mode doesn't need a guide as
much, but there are more items, like in the BUNKROOM there is more ammo.
All items give double the ammo, I think, and everything is easier to kill.
I played through it once and had maximum handgun ammo for both characters at
the end of the game. Enough said. Hard mode... in future I may add info
on hard mode, but if you've gotten that far, I'd believe you to be self-
reliant. So far, I've seen no first-aid sprays.
In the game, easy saves are labelled in green, normal saves in white, and
hard mode saves in red.
======================
= 01: VERSION INFO =
======================
v 0.8
Not a public release. It was completed 6/25/03, and contained walkthrough,
puzzle solutions, and boss strategies.
v 0.9
Not a public release. It was completed 6/28/03, and contained the intro,
transcripts, unanswered questions, FAQ, and contact info.
v 1.0
First public release, completed 9/24/03. Added TOC / disclaimer, version
info, tactics, enemies, weapons, item list, future updates, and, final notes.
Yippee.
v 1.01
Forgot a few small things. Added a little to tactics and put in a section
for the rewards for beating the game quickly enough. Other edits were
numerous and small.
v 1.02
Oops. I hadn't anticipated for someone accidentally sending Billy through
a part where I had suggested Rebecca in the walkthrough, and got my first
frantic e-mail asking if they had to start the game over. Fixed that by
adding a way around it just before where the characters would have split.
This way takes longer, and I don't endorse it, but it works. This section
is labeled and can be found easily by using the find function and searching
for BILLY METHOD. Added some people who are being given props for hosting
this. Also the COMPLETED thing in the the TOC is now more of an UPDATED
thing. With plentiful 0s. Wooha. (Minor touch-ups elsewhere).
v 1.03
Ack. A minor update indeed, though I promise to get to the Leech Hunter guide,
except the herbs seem to change with your costumes, so it could prove to be a
time-consuming endeavor. There have been a number of questions added to the
FAQ, some of them may spark debate though I don't mean to drag up old arguments.
There have also been a few minor revisions based off some oversights mentioned
to me in e-mails, they are small, but entirely legitimate. Also, it's worth
noting that I'm currently working on a guide for the GameCube incarnation of
Resident Evil: CVX. That'll be done sooner or later, hopefully sooner. 231k.
(Edit: Yeah, it's done.)
v 1.1
Months, and SEVERAL completed guides later, I've come back to this. File
transcripts are now in uniform format with every other guide I've done (also
cleared up a bunch of spelling errors that no one called me on), AND I finally
got bored enough to clear Leech Hunter, all five ways. Other things have been
changed too. Completed 10/19/05, 279k. Still, probably not the final release.
The location names have been feeling a little clunky to me, and I think that
there's more to be said about weapons and enemies.
======================
= 02: INTRODUCTION =
======================
"JULY 23, 1998
Raccoon Forest 20:17
'A mid-western town in America: Raccoon City.'
'A solitary island far off in the sea: Rock Fort Island.'
'An island that would become the second Racoon City: Sheena Island.'
'There are still many unanswered questions about these seemingly unrelated yet
intensely traumatic events.'
'Though it is believed the international enterprise, Umbrella was somehow
involved, little is known as to the origin of this faceless corporation.'
'When was it established...?'
'By whom?'
'And how was the T-Virus created?'
'To uncover the truth, we must delve deeper into the events which transpired in
the beginning... before the mansion incident...'"
...............................................................................
Resident Evil 0 sets out in an attempt to answer these questions, and others
raised about Rebecca Chambers' involvement in the series, by explaining what
happened before the larger-scale outbreaks in later REs. Originally, the game
was planned for the Nintendo 64, and it was strongly hinted through RE2's
Ex-Files that Billy Coen would be involved somehow. This game, like all RE
games have, answers a few key questions while introducing new characters and
concepts (and enemies), while raising a few more questions of its own.
...............................................................................
"2 HOURS LATER
Above Raccoon Forest
'It began as a simple investigation of some bizarre murders in the suburbs of
Raccoon City.'
'Nothing in our training could have ever prepared us for the nightmare that
ensued.'
'We never stood a chance...'"
=================
= 03: TACTICS =
=================
In all RE games, your ultimate goal is survival, but there are certain things
that will make your survival a lot easier.
-----------------
|KNOW THE CONTROLS|
-----------------
As a default, the controls in RE are:
CONTROL STICK: Character movement
C-STICK: Partner movement (hard to control, will immediately return to CPU
upon release, only if in same room)
A: Action. Open doors, pick up items, examine things on screen, climb objects,
get down from objects, select (in item screen), fire (with weapon ready)
B: Run (when used with control stick)
Y: Item menu toggle
X: Character switch (in game and in item screen)
Z: Map
Start: Toggle between solo and team movement
L: Change target / realign shot (with weapon readied)
R: Ready weapon
-------------
|CONSERVE AMMO|
-------------
This generally can be ignored in easy mode, but for normal mode and hard mode,
this is more crucial. Plan ahead, or read ahead in the guide. If you aren't
coming back to an area and you can run from an enemy, don't bother with them.
Also remember this in cases where risk outweighs reward. Even if you can't
outmaneuver an enemy, if you aren't coming back then you can at least knock
them down and complete your task while they're getting back up. Later in the
game, with weapons like the sub-machine gun, it may be smarter to tap the A
button instead of holding it down, to fire in short controlled bursts.
----------------
|HEAL RESPONSIBLY|
----------------
The health spectrum for RE0 is generally as follows:
GREEN: 100-76% health
Everything is fine and dandy.
YELLOW: 75-51% health
Some damage taken, but otherwise fine.
ORANGE: 50-26% health
Starting to show signs of fatigue.
RED: 25-1% health
Danger area. Could die from any attack.
POISON: Varies
Slow, but noticable decrease in health. Remove quickly.
Unlike in previous RE games, your movements are not significantly hindered
until you reach ORANGE. Thus you can put off healing, while still being able
to get around your enemies. RED is also not quite the same as in other RE,
you do not clutch your side and limp from place to place, but your movement is
much like it is in ORANGE. Keep in mind that your quick turn movement is also
slowed once you take enough damage.
HEALING CHART:
GREEN = 25% restore
GREEN + GREEN = 50% restore
GREEN + BLUE = 25% restore and antidote
GREEN + RED = Full restore
GREEN + GREEN + GREEN = Full restore
GREEN + GREEN + BLUE = 50% restore and antidote
GREEN + RED + BLUE = Full restore and antidote
BLUE = Antidote
RED = Useless, on its own
FIRST-AID SPRAY = Full Restore
GREEN CHEMICAL = Antidote
Poison status should not occur often, considering there are only five total
creatures in the game capable of performing such a feat. However, heal this
effect from you as soon as possible as the consequences can be rather nasty.
If you've used up all of the four blue herbs in the game already and have
STILL somehow managed to get poisoned, here's a neat trick: Find green
capsule and use the green chemical instead. While all the other chemicals
are useless on their own, in theory, this works, and it doesn't even take
up item space. This could potentially be very useful in the Leech Hunter
game.
I generally recommend carrying at least one herb around at all times.
------------
|AIM PROPERLY|
------------
All creatures in this game move on a field, not in linear tracks. Therefore,
you should realign your shot by hitting L when your weapon is up (using R).
This helps not only when zombies are wandering about, but it's all but crucial
in boss fights like the centipede and the giant bat. It not only guarentees
that your shot will hit, but it also realigns with the enemies weak or central
area, making your shot hit harder. Don't ignore your ability to aim up or
down either. While you will hit a lower enemy when shooting straight ahead in
this game, it is far more efficient to shoot down at them. Same applies to
higher enemies, or enemies with higher weak points. By shooting up with your
shotgun at a close zombie, you can decapitate him instead of firing more
shots into its gut.
---------
|USE RANGE|
---------
Some weapons are designed to fire certain distances, and others have the same
power from any distance. For that reason, avoid putting yourself in danger.
If you're using a handgun, don't wait for them to get too close, but if you
have a shotgun (which also has the potential for knockback), maximize the
power by waiting a little. With the grenade launcher and the molotov, be
certain you'll be able to hit your target with the range you've alloted. Be
wary of obstacles as well, particularly when using the molotovs, your aim
can be blocked more easily than you would think. Remember that to shoot
faster, continue tapping the A button instead of holding it down.
----------------------------
|KNOW THYSELF / THINE PARTNER|
----------------------------
While either character is capable of using the hookshot, in other areas of
the game you have to use one character over the other. Rebecca can mix
chemicals in her unique mixing set and can combine herbs, but is weak in
strength and stamina. Billy can move large objects, aims better in combat, has
better stamina, and can use the (mostly useless) lighter, but cannot mix herbs
or store any sort of chemical. Know that when choosing who to send into any
situation. Don't be afraid to send one in alone if you're only running around
an enemy. In combat, work with your partner, not against them. It's more
effective to shoot in an alternating pattern rather than both simulataneously
firing. Using effective weapon combinations can also ease the pressures of
battle. Keep in mind that after the battle is done, if your partner is out of
ammo in their gun, the CPU will automatically reload if they have the ammo to
do so. This can save little intervals of time throughout the game, but as we
all know, the little bits of time add up in the end.
----------------
|KNOW THINE ENEMY|
----------------
Whether you're running from an enemy or fighting it, be aware of its attack
patterns. Certain enemies (zombies, particularly) can be faked out and
tricked into lunging at where you were while you run away or prepare to stun
them out of their attack. If you can think faster than your enemy, you won't
always have to attack faster. As a final note, it doesn't fit anywhere else,
in RE0 if you are attacked when going through a reload animation, the game
will still recognize that you have reloaded.
----------
|PLAN AHEAD|
----------
Know what pieces go where and try to minimize menu time. RE0 comes equipped
with a USE function when you pick up your items. Combine items this way,
saving yourself time and inventory space. And if you have to reload soon and
already have your inventory open, or you need to reload faster than an enemy
will give you a chance for, do it using the inventory. This can save time and
possibly health.
Also, avoid carrying around unnecessary items. By this, I typically mean blue
herbs (you have to work to get poisoned in this game) and ink ribbons, which
can be found near any new typewriter anyway.
-----
|GOALS|
-----
With any ranked game, you're obviously going to aim for a high rank most of the
time. The higher and faster, the better. If you want to know what times will
grant you which rewards, consult section 07 REWARDS to figure out what you're
getting yourself into. Time yourself, if need be. Keep track of how long it
takes to do certain things, and don't forget to save. If you save and it takes
longer than you wanted to in one part, you can reload and take another run
through it. Beats playing through the whole game again.
NOTE: You can only get rankings by beating the game in NORMAL MODE or higher.
=================
= 04: ENEMIES =
=================
ZOMBIES
The bread and butter of this and every other RE game. These fellows, with the
exception of the unique zombie, are rather slow and easily outmaneuvered. They
have two major attacks, biting you and vomitting. The puke does minimum damage
and isn't used often. Biting does more noticable damage, sometimes knocking
you down a level. Button-mash and flail the control stick around when they
grab you to avoid too much damage. Zombies die when they fall to the floor and
blood pools underneath them. They are smarter than other enemies in that they
may fake death so they can gnaw on your leg as you pass, in which case you will
eventually stomp them to end it. Point down and plug them if they don't look
dead enough. For small groups of zombies, the handgun is ideal. After you
knock them down, they get back up while holding their head down, which is a
great chance for a brain shot. For larger groups, you can either do a straight
blast with a shotgun or wait until they come too close and point the shotgun up
to decapitate all of them. You'll find naked zombies, like in all RE games,
at the end of the game. These zombies are considerably more resistant to all
types of damage.
*******************************************************************************
CERBERUS
Zombie dogs. Not common, but still a threat. They can't run below your shot
if you point straight out as much as in previous game. They have three attacks
they use against you. The first is to run at you and jump, tearing a piece off
as they go and then turning to run away again. The second is to grab your arm
and pull on it like a chew toy. The third is to dive at you and knock you on
the floor as you try to fight them off. Like in all RE games, you can do a lot
more damage if you knock them out of the air like this. These dogs have a
considerably larger jump distance than they did in previous games, so don't
underestimate them. If you are caught by one, use the same evasive
button-mashing as with zombies.
*******************************************************************************
LEECH ZOMBIES
A zombie comprised of leeches and shaped like a humanoid, usually Dr. Marcus to
start out. Usually after fighting one for a while, it will change its
appearance to a less human looking shape, at which point it will become much
faster and less predicatable. As a humanoid, its major attack is to whip at
you with its rubbery arms. When it does this, it will often tilt its head to
the side, so run when you see that. This attack does considerable damage. As
a leech monster, it has this same attack, but it will not give you any warning.
Its other attack as a monster is to grab you and spray acid on you (as it seems
to try to eat you). All you can do then is button mash and hope for the best.
This also does a lot of damage, and it recovers quickly from being shoved off,
so you'll likely have to do it multiple times. If you kill one of these with
conventional weapons, you'll have to rip off no less than two chunks from it,
and when it is reduced to just the legs, it will puff up and explode, usually
bringing you to critical damage if you're nearby. For this reason, use acid
and fire (explosives) when you are fighting them as much as possible, since
they merely sink to the ground and disintegrate if you do this.
*******************************************************************************
LEECHES
Usually the remnants of a leech zombie, though in later areas they are
scattered all over in no real pattern at all, unless a leech zombie or some
such thing was dropping them. Early in the game, these things can be rather
vicious and will often climb on top of you. They do small amounts of damage,
so just throw them off like you do everything else and you should be fine. To
kill these things, you'll usually step on them as they're below you, though it
is possible (though wasteful) to shoot them.
*******************************************************************************
PLAGUE CRAWLERS
A new enemy, large creatures resembling irate grasshoppers or locusts (the
lone locust of the apocolypse, er, sorry). They have three primary attacks.
One is to run up to you and slash at your leg. Another is to dive on top of
you like the cerberi do and try to eat your face. The third attack is one I
didn't even see until I played through a few times, but they can do a flying
headbutt into your gut for a small amount of damage. You can shoot them out of
this attack much like with the cerberi, and do a greater amount of damage than
you normally can. The leg slash is by far their most dangerous attack. To
kill them (they are incredibly hard to avoid or ignore), aim down at them with
a shotgun or hunting gun if they get too close. Two shots usually does it.
Otherwise, fire away with your gun, but do be aware that they can do a lot of
damage quickly, especially since they usually come in groups.
*******************************************************************************
CROWS
Also, a common Resident Evil sight. Their only attack is to divebomb you and
claw at your head as you try to fight them off. Usually they are somewhat
docile unless you do something stupid (say, shoot them, like I do) to rile
them up. If you must kill them, use the handgun and plug away when you have a
clear shot, but otherwise, it's a waste, just run away from them.
*******************************************************************************
SPIDERS
Unlike common spiders, these are grotesquely large and have no interest at all
in web making. They are, however, capable of climbing up walls. Their two
attacks are to spit poison at you, which will do gradual damage until you clear
it, and to charge at you, rear up, and attack your legs. They can also drop
poison on you from above while climbing the walls, so be conscious of that when
you run underneath them. To dispose of them, you would usually want to use a
shotgun blast or two, or regular grenade rounds. There are only five of them
in the game, though, and if you don't feel like killing them, they aren't worth
it. They are easily outmaneuvered.
*******************************************************************************
ELIMINATORS
Despite their clearly threatening name, elimimnators are medium sized monkeys
that aren't all that troublesome. According to one of the files, they are
mostly blind, and find their enemies based off of sound. Unfortunately, most
of the time when you run into them you do not have the luxury of stealthy
movement. They can also jump to incredible heights and spring off walls as
they chase you. This is also how they attack you, jumping at you and slashing,
though I assume they could jump on you as well. With their speed and damage
capabilities, it's really best to kill them as soon as you can. Use the
shotgun or regular grenades to take them out. After they fall, if they are
truly dying, they'll push themselves up a little and let out one last cry.
*******************************************************************************
HUNTERS
An RE favorite. In RE0, these fellows strongly resemble men in frog suits.
The hunters have also been toned down a little, they don't work well in groups
and sometimes are oblivious to your presence even after you kill their buddy.
They are, still, just as fast and dangerous. They can slash you or jump and do
the same for medium damage, or if you are already rather wounded, they can
decapitate you entirely with one fell swoop. These hunters aren't quite as
defensive as they are in other REs and seem to have trouble avoiding shots. To
kill them (you WILL want to), use your grenade launcher (any rounds) or your
magnum. Another method of dealing with them is a little less safe, and should
probably be reserved for Leech Hunter only. If you have both characters with
their handguns equipped, you can stand at a distance and fire one round after
another, timing it so you're firing when your partner isn't. Hunters are
knocked out of their attacks rather easily in RE0, which is why this works.
*******************************************************************************
BATS
These are new creatures to the RE series, but they only appear with the Giant
Bat boss at the beginning of Disk 2. There also seem to be an infinite number
of them so there's no point in killing them unless to temporarily clear out
some unnecessary targets. They will swoop and tear at you like crows, but are
significantly weaker than their counterparts. You can't avoid hitting them
easily, but they're torn to shreds in every hit. Ignore them, either by
realligning your shot manually or automatically.
*******************************************************************************
LURKERS
Giant frog creatures. By far, the most dangerous of the new enemies. Luckily,
they only appear in the very last part of the game. These things will grab you
with their tongue, then drag you over, possibly knocking you unconscious in the
process, and eat you. No amount of button-mashing can save you from this, near
as I can figure, you're as good as dead. Run, as soon as you see one, and
don't stop running until you get to a door or a ladder, but if you must kill
them, use the magnum and be done with it quickly.
*******************************************************************************
=================
= 05: WEAPONS =
=================
KNIFE
The butter knife of RE2 is long gone. Unfortunately, this one still sucks.
Unless you are running out of ammo, which you really shouldn't be (and even
then, it's not terribly difficult to dodge until you can find some more),
ditch this and forget about it as soon as possbile. Except when playing hard
mode. I only recommend using this in tandem with a partner who has a gun.
They knock 'em back / down, you slash them at a distance.
*******************************************************************************
HANDGUN
The primary weapon for most of the game. Holds 15 rounds, and fires with a
good range. A very reliable weapon, plenty of ammo, and continues to have its
uses until the end.
*******************************************************************************
CUSTOM HANDGUN
More dangerous than the handgun, as the number of headshots increases
dramatically. Apparently, it also focuses on the weakpoints of other enemies
with more often, reducing ammo consumption overall. If it comes down to
ditching one of the handguns late in the game, you have to keep this one.
*******************************************************************************
HUNTING GUN
Your first taste of shotgun weapons. Doesn't have a great range, but has
decent power in close encounters. Fires and recovers at a slow rate, and
also doesn't reload quickly. On top of that, it only holds two shells. Ditch
this as soon as you find the shotgun.
*******************************************************************************
SHOTGUN
The big brother of the hunting gun. An overall improvement, it seems to have
slightly better range, reload time, and recovery, with a noticable increase in
power from before. Can now hold seven shells, which makes large scale battles
a lot less intense.
*******************************************************************************
MOLOTOV COCKTAILS
These puppies can do a decent amount of fire damage to a group of enemies, but
it takes so long to throw them that you really won't want to use them on
anything that can attack fast or frequently. The only place that they really
shine is when used against leech zombies, where they should always be the
weapon of choice.
*******************************************************************************
GRENADE LAUNCHER
A "versatile" weapon equipped with three types of ammo. In previous games,
what ammo you used in what situation would dictate whether you survived or not.
In this game, the ammo seems to have the same power all around, just different
animations. The exception to this is the power of fire on leech zombies, but
you still get the same basic effect from acid. Not nearly as useful as it was
before, and item space really doesn't allow for it anymore. What was once a
necessity is now just a little luxury, and a bit of a pain at that.
*******************************************************************************
MAGNUM
The big gun. This can take out most things in one shot, and has a decent
recovery and reload time. Ammo for this isn't easy to find, though, so save it
for hunters or bosses whenever you can. Otherwise, you'll be in serious danger
later on.
*******************************************************************************
SUB MACHINE GUN (SPECIAL)
This is much like the assault rifle in RE3. While it is more efficient at
mowing zombies down, it also eats ammo very quickly. I don't think that this
would be a big problem, though, since in Leech Hunter it's easy to unlock extra
ammo for it (I just haven't done so yet). Another way to get around that would
be to fire in short bursts and hope for the best. Overall, it provides an
interesting alternative to handguns with the potential for more.
*******************************************************************************
ROCKET LAUNCHER (SPECIAL)
The Rocket Launcher, is basically a glorified afterthought. Every RE game has
one, why shouldn't RE0? That said, it looks like the grenade launchers found
in previous games and behaves like a magnum. Shot to the gut makes a head pop
and a little fire spurt out, but nothing impressive. Weak. Strongest weapon
in the game, and nice blast radius, but very weak on appearance. It fires
quickly, but prepare yourself for knockback as you fire.
*******************************************************************************
MAGNUM REVOLVER (SPECIAL)
You have to go through the semi-arduous task of grabbing 90-99 leech charms to
unlock this, but it rivals the Rocket Launcher on a lot of levels. The
hand cannon fires a lot quicker, produces the same effect (head popping), and
the only drawback is the kick on it, which you'd suffer with either weapon.
It seems to have a bit of range to it as well, and you can usually pick
something off even without a direct hit.
=====================
= 06: WALKTHROUGH =
=====================
*******************************************************************************
Part One: THE ECLIPTIC EXPRESS (TRAIN)
"The door to safety is shut. There is no turning back..."
*******************************************************************************
NOTE: At the end of this section, you will lose access to the train. If you
want an item in the train before this happens, but don't have the space to
carry it at that time, pick it up, then leave it somewhere else. Trust me.
**BLUE CAR**
After watching (or skipping, as the case may be) the intro you'll end up in
this room. Turn to your left (your left being your character's left, and
directions will be given like this) and head through the door at the end.
**BROWN CAR**
ENEMIES: THREE ZOMBIES
As you enter a cut scene will start, and you'll find yourself in the middle of
the room. There will be one ZOMBIE where you were headed and two behind you.
Take out the one behind so you can use the extra space, then take out the other
two. It's early in the game so these ones are easier. Continue to the door in
the direction where you were originally headed and where the single ZOMBIE was.
**HALLWAY CAR**
Head forward and take the first door on your right.
**BROWN PASSENGER ROOM**
There are some HANDGUN BULLETS next to the bed, and a FILE on the desk. Parts
of the file will hint at how to handle an upcoming boss, as well as the PLAGUE
CRAWLERS you'll be introduced to later, and generally most insect based
enemies. Grab both of these and leave. (Also, there is an INK RIBBON in the
coat pocket of the jacket, but there isn't a whole lot of point in stocking up
on these.)
**HALLWAY CAR**
Take the next room on the right.
**TRAIN SAVE ROOM**
RE vets will recognize this as a place of safety based off the music. There's
a FILE on the bunk and GREEN HERB next to it. There's aslo an INK RIBBON on
the desk near the entrance, but I wouldn't save just yet. Leave.
**HALLWAY CAR**
ENEMIES: TWO CERBERI
Turn right around the corner and down to the end. There you should find a
locked door and a dead body holding a TRAIN KEY (examine it to turn it into the
DINING KEY), now we need to go back to the BLUE CAR and use it on the door on
the other end. A cut scene will follow, you'll be introduced to Billy Coen,
he'll leave and Edward Dewey will crash through one of the windows, after a cut
scene, a CERBERUS will jump through the window after him. Take it out, then
continue on. Another CERBERUS will jump through the window, but you should
make quick work of it. If you check Edward's corpse, he'll have some HANDGUN
BULLETS. Make your way back to the BROWN CAR.
**BROWN CAR**
ENEMIES: TWO ZOMBIES
You can make short work of these two stooges or run right through since they're
on the sides. It's up to you, I'm a little trigger happy, personally.
**BLUE CAR**
ENEMIES: ONE ZOMBIE, IF you wait too long
Short cut scene with your radio and Enrico on the other end. Use the DINING
KEY at the door, and go through.
**LOWER DINING CAR/KITCHEN**
Another cut scene with Billy. He'll block the way back to the BLUE CAR. If
you try to go around the staircase, you'll find that the door is automatic and
won't open, so grab the FILE (which will also explain that) and go up the
stairs.
**DINING AREA**
ENEMIES: ONE LEECH ZOMBIE
There isn't anything to pick up here immediately. Walk forward a bit and
you'll be treated to yet another (bizarre) cut scene. What just happened,
you'll figure out later, right now focus on the LEECH ZOMBIE. You'll come to
know this music all too well...
-------------------------------------------------------------------------------
|+[SUB-BOSS: LEECH ZOMBIE]+ |
|Pretty simple to beat, keep shooting at him until he cocks his head to the |
|side, then run fast in the opposite direction and continue fighting after |
|you've avoided the blow. Between ten and fifteen shots will do him in, but |
|make sure you keep at a safe distance or else he'll use his rubbery arms to |
|tear you a whole set of new ones. However, you don't NEED, to fight him, you|
|can just run towards the stairs and it will have the same effect. Just fight|
|him for practice, if you think you need it. |
-------------------------------------------------------------------------------
Another cut scene will start, Billy and Rebecca will agree to work together,
but the leeches will return to the Man in the White Robes, and the train will
start up again. It wouldn't be a mystery otherwise. You'll get a FILE after
all that.
Ditch Billy's KNIFE, it's mostly useless. Now that you've joined up with your
partner, you'll have to choose who you want to ditch for the time being. Put
them at lead (they'll be referred to as the PARTNER character, though) and
agree to split up, then run down to where the LEECH ZOMBIE was and go up the
ladder, in keeping with the advice the previous file gave you.
**DINING CAR ROOF**
CHARACTER: PARTNER
Make your way up to the end (you can't run or quick-turn up here) and around
the hole, you'll find some cables that need reconnecting, do so and you'll have
another cut scene (this makes even less sense, and is never explained, but
maybe the gel is just the leeches shapshifting) and you'll get knocked down
that hole.
**DUMB WAITER ROOM**
CHARACTER: PARTNER
There's a TRAIN KEY (CONDUCTOR'S KEY), some HANDGUN BULLETS, and a GREEN HERB
here, but sadly, the door is jammed. Send the CONDUCTOR'S KEY down the dumb
waiter and switch to your other character.
**DINING AREA**
CHARACTER: MAIN
Your partner's on the other end of the locked door, but you can't get through
either, so go down the stairs.
**LOWER DINING CAR/KITCHEN**
CHARACTER: MAIN
Turn the stairs and go down the path you didn't head down before, the door will
slide aside and you'll be in the kitchen. Turn right around the corner and the
dumb waiter is at the end. Take the CONDUCTOR'S KEY and head back to the CAR
HALLWAY.
**BLUE CAR**
CHARACTER: MAIN
ENEMIES: TWO ZOMBIES (ONE, IF you waited for / removed the other last time)
Deal with the ZOMBIES as you see fit and head to the end.
**BROWN CAR**
CHARACTER: MAIN
ENEMIES: ONE ZOMBIE
There's a new ZOMBIE here, which means if you didn't kill the two ZOMBIES the
last time, there will be three to deal with. Make your way to the other side.
**HALLWAY CAR**
CHARACTER: MAIN
Run past the two doors we've been through before. You may have noticed another
locked door past the luggage heap last time. Well, now you have the key.
**CONDUCTOR'S OFFICE*
CHARACTER: MAIN
There's a MAP to your immediate right and a RED HERB and a GREEN HERB in front
of you (you can mix them if you're Rebecca, Billy can't seem to figure them
out), you might want to put off the herbs for a while. Head left and there's a
FILE on the floor. In the closet nearby, there is the BRIEFCASE, but again,
put that off. Now go back to the wall with the MAP and press the shiny red
button. A ladder will pop out...
**TRAIN BAR**
CHARACTER: MAIN
There isn't much of interest here, so walk around the bar and you'll hear a cut
scene with some kind of animal screaming. It doesn't matter quite yet, so run
down to the end through this long room (you'll learn to recognize such rooms as
Boss Rooms in the future).
**UPPER BROWN CAR WEST**
CHARACTER: MAIN
Grab the ICE PICK off the table next to you. You may be thinking about running
back to the LOWER DINING CAR/KITCHEN to send it through the dumb waiter, but
put that thought aside for a moment and go down the hall through the door to
your right. But first make sure you have enough room in your inventory, three
to four spaces, specifically.
**HUNTING GUN ROOM**
CHARACTER: MAIN
Take the HUNTING GUN to your left on the couch, this will be crucial soon.
Take the HANDGUN BULLETS and the SHOTGUN SHELLS (highly recommended) too, and
the FIRST-AID SPRAY, if you need it (I doubt it). Ignore the INK RIBBON on
the floor.
**UPPER BROWN CAR WEST**
CHARACTER: MAIN
Make your way to the TRAIN BAR.
**TRAIN BAR**
CHARACTER: MAIN
Run forward for a bit and the strange screeching will start again, so will the
cut scenes. BOSS TIME!
-------------------------------------------------------------------------------
|+[BOSS FIGHT #1: SCORPION]+ |
|+[DIFFICULTY: VERY EASY]+ |
|This guy isn't too hard, but I warn you, it'll take all of your newfound |
|firepower and a few handgun blasts before it decides to lay down and die. |
|Just like the PASSENGER'S DIARY hinted at, the key here is to stay close to |
|it, point down, and fire a blast in its face, but wait for it to come to you.|
|It attacks if you go on the offensive, so there's no point in coming to it. |
|Your blasts will shock it backwards, keeping you safe anyway. Just beware |
|that from time to time, it covers its face with its claws and charges at you.|
|If it begins to do that, just quick turn and get out of there because your |
|shot won't do as much when it's covered. Continue the pattern until it dies.|
|On occasion, it'll do some claw swipes at you when in close range. It can |
|also impale you on its tail if you're too low on life, but that shouldn't |
|happen. Once you kill the scorpion, the music will change, but stay away |
|from it until it is lying completely on the floor. It can still do damage to|
|you when it's flailing around. |
-------------------------------------------------------------------------------
Ditch any excess SHOTGUN AMMO, should you have any (don't worry about it, it
won't matter). After the fight the TRAIN BAR is mostly wrecked. Run towards
the opposite end, taking the PANEL OPENER as you go, and take the ladder back
down to the CONDUCTOR'S CAR.
**CONDUCTOR'S OFFICE**
CHARACTER: MAIN
Heal up here if you didn't grab the herbs before. Ditch the HUNTING GUN, you
won't need to come back for it either, trust me on this. Open the closet to
get the BRIEFCASE (check out the poster, "Go to travel on the Next World", I
dig it) and go back to the LOWER DINING CAR/KITCHEN
**HALLWAY CAR**
CHARACTER: MAIN
Still nothing going on in here. Save if you feel like it (first door on the
left on your way back).
**BROWN CAR**
CHARACTER: MAIN
Surprisingly quiet. Continue onward.
**BLUE CAR**
CHARACTER: MAIN
Nothing going on in here either, move on.
**LOWER DINING CAR/KITCHEN**
CHARACTER: MAIN
Run to the end of the kitchen and use your PANEL OPENER on the floor to your
right on the other side of the refridgerator. You know the routine, send
your ICE PICK through the dumb waiter and switch characters.
**DUMB WAITER ROOM**
CHARACTER: PARTNER
Take whatever else you need from here. Remove the ICE PICK, then use it to
unjam the door.
**DINING AREA**
CHARACTER: PARTNER
ENEMIES: TWO ZOMBIES
You don't need to exterminate the zombies from here because you won't be back.
Head down the stairs.
**LOWER DINING CAR/KITCHEN**
CHARACTER: BOTH
Join up with your partner and rearrange your ammo so it's relatively even
(usually I give about 30 more to the main character). Go through the hole you
opened up.
**ANIMAL CAGE CAR**
CHARACTER: BOTH
ENEMIES: TWO CERBERI
The CERBERI will break out as soon as you get in here (near as I can figure the
dogs were being transfered to the Umbrella facility). Blast them, since
there's no real way to get to where you're headed otherwise. There are some
SHOTGUN SHELLS, a FIRST-AID SPRAY, and a GAS TANK waiting for you when you're
through (though I'd ignore the SHOTGUN SHELLS and the GAS TANK, for now, and
the FIRST-AID SPRAY unless you need it). Go to the other end of the car and
you'll find something on the floor near one of the cages. Pick it up using the
character that has the BRIEFCASE, it's the GOLD RING. Combine it with your
BRIEFCASE and move out the door at the end.
**HOOKSHOT PLATFORM**
CHARACTER: BOTH
Ah yes, the HOOKSHOT, it takes up two item spaces so you'll grow to hate it
soon. Make some space for it with the character that has the BRIEFCASE, your
inventory should look like this.
INVENTORY:
HANDGUN
HANDGUN BULLETS
BRIEFCASE
NOTHING
NOTHING
NOTHING
Now take the character WITHOUT the BRIEFCASE and move them over to the switch
nearby. Pull it, but DON'T MOVE! Immediately switch to your other character
(the one WITH the BRIEFCASE) and have them take the HOOKSHOT. You'll receive a
FILE explaining how to use it and where to go next. Regroup, and leave.
**ANIMAL CAGE CAR**
CHARACTER: BOTH
Pick up the SHOTGUN SHELLS, if you want, they make one part soon a bit easier.
Also pick up the GAS TANK. You'll only have to see this place once more...
**LOWER DINING CAR/KITCHEN**
CHARACTER: BOTH
ENEMIES: ONE ZOMBIE
As you're coming through here a ZOMBIE will jump out of the fridge. This
bugger is a bit more difficult than the other zombies, but with both characters
firing he should find the floor rather quickly. In the fridge, you'll find
some EMPTY BOTTLES which you can combine with the GAS TANK to create the
almighty MOLOTOV COCKTAILS. Leave through the opposite end.
**BLUE CAR**
CHARACTER: BOTH
ENEMIES: TWO ZOMBIES
Nothing should be of notice here aside from the ZOMBIEs, but you'll find an
interesting sight in here next time...
**BROWN CAR**
CHARACTER: BOTH
Next to the entrance is a broken window, if you look through it you'll find
part of a ladder, but you can't reach it on your own, so use the HOOKSHOT to
get up there...
**BROWN CAR ROOF**
CHARACTER: THE ONE WITH THE BRIEFCASE AND HOOKSHOT
Make your way across and you should find a hole in the roof, jump through.
**BLUE PASSENGER ROOM**
CHARACTER: THE ONE WITH THE BRIEFCASE AND HOOKSHOT
ENEMIES: ONE ZOMBIE
Kill the ZOMBIE since you're in tight quarters. There should be a KNIFE by
where you land, keep away from that useless thing. Near the closet you'll find
the JEWELRY BOX, open it up to get the SILVER RING, you should combine this
with the BRIEFCASE, then examine it to get the BLUE KEYCARD. Now you can get
to the DRIVER'S COMPARTMENT of the train! Exit the room, but before you do
there will be a cut scene, don't worry about it....
**UPPER BROWN CAR EAST**
CHARACTER: THE ONE WITH THE BRIEFCASE AND HOOKSHOT
ENEMIES: Bunch of stupid little LEECHES
Squish the LEECHES if you feel like it, they make a satisfying crunch. Turn to
your left and continue down that way, you should find a GREEN HERB, so use it
if you need it. Go down the stairs.
**BROWN CAR**
CHARACTER: BOTH
ENEMIES: TWO ZOMBIES
Regroup. After you start moving, two ZOMBIES should pop up. Kill both of
these jokers because you're going to have to come back through here pretty
quickly not long from now.
**HALLWAY CAR**
CHARACTER: BOTH
Head off to the save room if you feel the need. Also grab the HUNTING GUN if
you took the SHOTGUN SHELLS from the Cage Car, and load it up. Not necessary,
but can be a help. Use your BLUE KEYCARD at the panel on the end, then toss
it. You'll get a cut scene that will explain a few of the train's quirks.
Before you head on, I'd recommend rearranging the slots because you'll have to
split up next. I recommend giving the extra space to Rebecca because she'll
get an extra cut scene if you use her. Whoever you pick, your inventory should
look like this...
INVENTORY:
HANDGUN
HANDGUN BULLETS
MOLTOV COCKTAIL
HUNTING GUN (if you picked it up)
HUNTING GUN (if you picked it up)
NOTHING
**DRIVER'S COMPARTMENT CORRIDOR**
CHARACTER: BOTH
The two military types you saw just before in the cut scene should be dead on
the floor here. Creepy. Move on to the next room.
**DRIVER'S COMPARTMENT**
CHARACTER: MAIN
A cutscene will show you of the impending doom you're facing (I swear, RE
characters have more trouble with train rides). Now you'll have to pick which
character you're going to have stay behind. So if you want the extra little
cut scene, leave Billy. After that's finished with, run over to where your
other character is and near the floor is some HANDGUN BULLETS, there's also
another box of HANDGUN BULLETS hidden under a desk next to that. Be absolutely
certain you take the MAGNETIC CARD next to your other character, without it,
you'll have a long, painful trip in store. Oh yeah, you have three and a half
minutes.
**DRIVER'S COMPARTMENT CORRIDOR**
CHARACTER: MAIN
ENEMIES: TWO ZOMBIES
As you run through here, the military types will come back to life. It isn't
worth it. RUN.
**HALLWAY CAR**
CHARACTER: MAIN
ENEMIES: ONE ZOMBIE
You'll find both the dead train employee and Edward strangely abesent from
here. As you pass by the save room, you'll spot the train employee (ZOMBIE),
so gun him down and go through.
**BROWN CAR**
CHARACTER: MAIN
ENEMIES: FOUR (!) ZOMBIES
Holy crap! This sort of thing wouldn't happen in the RE:REmake... Anyway,
it's hard to get through here so you'll have to clear some kind of path, in all
honesty the more zombies you kill the better. Use a combination of MOLTOV
COCKTAILS and HANDGUN shots/HUNTING GUN blasts to make your way through. I
told you those would come in handy.
**BLUE CAR**
CHARACTER: MAIN
ENEMIES: EDWARD DEWEY ZOMBIE, ONE ZOMBIE
Rebecca will get her cutscene if you took her. Edward is a bit harder than the
typical zombie, he'll take a few more shots to go down and may get back up
after you've felled him. You'll be able to tell when he's dead because the
fellow he was snacking on will step up and come after you, but you could easily
be on the opposite side of the room by then.
**LOWER DINING CAR/KITCHEN**
CHARACTER: MAIN
It's safe through here...
**ANIMAL CAGE CAR**
CHARACTER: MAIN
Here too, although if you got munched on a bit too much I'd use the FIRST-AID
SPRAY, the next part can be a little tricky...
**HOOKSHOT PLATFORM**
CHARACTER: MAIN
Here we find one of the famed RE puzzles.... so move to your right and swipe
the MAGNETIC CARD over the brake control...
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [BRAKE CONTROL PUZZLE] +
+ +
+ There are three possible puzzles that I've seen. +
+ I'll try to give you the solutions least complex. +
+ 0/36 --> 9, 3, 3, 3, 3, 3, 3, 3, 3, 3 +
+ 0/67 --> 4, 7, 7, 7, 7, 7, 7, 7, 7, 7 +
+ 0/81 --> 9, 8, 8, 8, 8, 8, 8, 8, 8, 8 +
+ +
+ Following your success, you'll check in with your +
+ partner. They will have one of the choices above +
+ that you didn't get, although their monitor has a +
+ hole in it, so you won't see the sum as you add it. +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Following this you'll get another cut scene, the train will grind to a halt and
you'll be flung from it, after another scene you'll wake up and meet with your
partner.
All in all this whole section should have taken 30 to 45 minutes.
*******************************************************************************